Mwo Could Really Use Floating Damage Numbers.
#141
Posted 19 February 2013 - 02:39 PM
#142
Posted 19 February 2013 - 02:43 PM
blinkin, on 16 February 2013 - 01:01 PM, said:
the major problem we all have with the floating numbers (myself included) is they break the simulator feel very thoroughly.
my simple solution:
list damage stats for enemy mechs on the paper doll when they are locked. no crazy floating numbers and it could be made to fit in with the targetting computer. i suggest having the damage listed per component and instead of having solid damage numbers either list dps or (had another well thought out system and then realised it was the exact same thing as dps).
#143
Posted 20 February 2013 - 07:46 AM
Burktross, on 19 February 2013 - 02:31 PM, said:
How does one implement "In Your Face" floating text in a "non-intrusive" way?
Isn't that a bit like [REDACTED]ing someone gently with a chainsaw?
Seriously, let's save it for the 3rd-person-only queues, mmkay? Not to mention saving it for when enough real issues are solved that it's not taking anyone off said issues?
#144
Posted 20 February 2013 - 08:09 AM
hashinshin, on 15 February 2013 - 09:53 PM, said:
i support your idea, because of this paragraph!
#145
Posted 20 February 2013 - 11:40 AM
Elder Thorn, on 20 February 2013 - 08:09 AM, said:
i support your idea, because of this paragraph!
DeadlyNerd, on 18 February 2013 - 04:53 AM, said:
Well newbs keep this game alive and if this means more newbs, I couldn't care less whether they'd kick your *** or not.
EDIT: Again, this would be OPTIONAL, your game would be FINE, since none of you can comprehend that fact unless told explicitly.
i don't want this here for the same reasons i don't want it anywhere near half life 2, skyrim, STALKER, FEAR, bioshock, or any simulator. when i invested this was supposed to be a mech simulator.
i know you say "optional" over and over again, but part of being a simulator is managing amounts of information that are enough to make the game difficult. this would vastly reduce information management. during heavy combat anything that readily grants information is a massive advantage. if you are on comms and you have a friendly player calling out positions on an enemy mech, then that is one less enemy mech that you have to watch for.
this readily tells you if an enemy has been hit at long range. this tells you exactly how much damage an enemy mech is taking. instead of rough estimates based on mech model and data given by your targetting system all that needs to be done is some basic subtraction with the only rough estimates coming from how much armor a mech may have.
during closed beta there was a hit detection system in place for a while. ALL IT DID was tell you when a shot connected with an enemy mech. the system was removed because it gave out too much information.
as has been stated before floating number technology has been around since the super nintendo era.
i would be okay with putting these numbers on the paper doll of a locked target, but anything else very clearly becomes an advantage during game play. this has been tested and proven with hit detection in closed beta.
#146
Posted 20 February 2013 - 10:52 PM
blinkin, on 20 February 2013 - 11:40 AM, said:
dude.. that system you are talking about... it's still there. You know, your reticule goes red when you hit a mech, doesn't matter though if friendly or hostile
#147
Posted 21 February 2013 - 07:20 AM
#149
Posted 21 February 2013 - 08:51 AM
#150
Posted 21 February 2013 - 09:13 AM
blinkin, on 19 February 2013 - 02:43 PM, said:
holy crap i think i came up with a good comprimise.
the major problem we all have with the floating numbers (myself included) is they break the simulator feel very thoroughly.
my simple solution:
list damage stats for enemy mechs on the paper doll when they are locked. no crazy floating numbers and it could be made to fit in with the targetting computer. i suggest having the damage listed per component and instead of having solid damage numbers either list dps or (had another well thought out system and then realised it was the exact same thing as dps).
So good of you like my ideas, but you should give credit where credit is due. I had came up with this idea first in the module thread even though you credited some one else who also came up with something similar. Either way, you didn't come up with this solution at all.
#151
Posted 21 February 2013 - 10:20 AM
CancR, on 21 February 2013 - 09:13 AM, said:
So good of you like my ideas, but you should give credit where credit is due. I had came up with this idea first in the module thread even though you credited some one else who also came up with something similar. Either way, you didn't come up with this solution at all.
not trying to steal anyone's thunder. i either did not actually read those posts or just didn't remember.
on the module thread i spend most of my efforts copy pasting modules names into the OP. there is very little retention of the actual ideas.
#152
Posted 21 February 2013 - 12:08 PM
#153
Posted 21 February 2013 - 12:26 PM
Your reticle already lights up red to indicate you're doing damage with your shots, do we really need magical numbers to appear as well?
Besides, in the heat of the combat it doesn't really matter how much damage you landed with one particular shot. If your enemy is still standing you clearly haven't done enough damage, so let your weapon recycle and take another shot.
#154
Posted 22 February 2013 - 05:38 PM
Seriously, think of an LRM20 and apply floating damage numbers ala TF2 to that.
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